Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 750412 times)

Offline Ridаn

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #900 on: April 01, 2015, 11:21:32 pm »
I meant a ingame Death Realms country when talking about Arena weapons set. It seemed like a most fitting place for such weapons to originate from.
Many countries could have the "Contacts" unlock like Eurosyndicate does, and eventually, when missions would be (more) customizable, I think even a nation specific missions could be done.
Like Death Games Finale in Death Realms,  AI Going Rogue in Technocracy, Gunblade Ninja Shenanigans in Fuso and so on.

And speaking about Total Conversions - Robin is cooking up one and its looking gorgeous.

edit: I also would like to request a Disk o`Death upgrade - make it use a snap attack, please? May be add a AI unit as manufactoring requirement, or make an upgraded (recolored) version, that could handle reaction fire.


« Last Edit: April 01, 2015, 11:36:43 pm by Ridаn »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #901 on: April 02, 2015, 02:38:09 pm »
I meant a ingame Death Realms country when talking about Arena weapons set. It seemed like a most fitting place for such weapons to originate from.
Many countries could have the "Contacts" unlock like Eurosyndicate does, and eventually, when missions would be (more) customizable, I think even a nation specific missions could be done.
Like Death Games Finale in Death Realms,  AI Going Rogue in Technocracy, Gunblade Ninja Shenanigans in Fuso and so on.

Ahh yeah. Definitely sounds like fun :) Fuso is short on gunblades, sadly - as they're short on guns in general. But they do have s*tloads of ninjas (and what is a pirate game worth without ninjas??)

edit: I also would like to request a Disk o`Death upgrade - make it use a snap attack, please? May be add a AI unit as manufactoring requirement, or make an upgraded (recolored) version, that could handle reaction fire.

Done. Makes sense, the disc is smart enough to handle that. The Snapshot is comparatevely crappy (just 3 TU faster for 40% accuracy loss), but allows reaction fire. We Predator now (Telescopic Spear is definitely planned).

Offline clownagent

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #902 on: April 02, 2015, 09:08:02 pm »
Two small issues:

- I shot down a freighter with a lot of soylent. Both engines were intact, but I did not receive any elerium.

- There is a severe shortage of craft weapons in the early game. I am now in April and have to buy the horrible expensive spike rockets, because I cannot build any craft weapons yet. It would be good, if there were another cheap (and crappy) craft weapon, which one could buy or build early (maybe two HMG taped together or something similar)   

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #903 on: April 02, 2015, 09:23:58 pm »
Two small issues:

- I shot down a freighter with a lot of soylent. Both engines were intact, but I did not receive any elerium.

- There is a severe shortage of craft weapons in the early game. I am now in April and have to buy the horrible expensive spike rockets, because I cannot build any craft weapons yet. It would be good, if there were another cheap (and crappy) craft weapon, which one could buy or build early (maybe two HMG taped together or something similar)

Don't you start with with a spare Charger Laser in the stores?  I imagine that is why its there. ;)

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #904 on: April 02, 2015, 10:26:52 pm »
Don't you start with with a spare Charger Laser in the stores?  I imagine that is why its there. ;)

Exactly. I don't want a player who quits because he can't play anymore, because there is nothing to shoot with or no flyable craft. That's why I've added a Library (1-Scientist-Lab-for-a-million... if you lose your first base and your main lab which can never be rebuilt). I will also add a buyable Jet Interceptor which is crappy in every way except it doesn't need expensive Elerium juice. In short, I want the player to suffer :)

PS. Strapped-together-HMGs were dropped from the mod because minimum possible damage would be 4, and that might be far too high, plus such a weapon would cost in excess of 100k $... would anyone pay? :)
« Last Edit: April 02, 2015, 10:29:05 pm by Dioxine »

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #905 on: April 02, 2015, 10:40:57 pm »
Hmm... I got to thinking...  Have I messed myself up with my Hideout???   :o

I'm not used to factoring big tile facilities other than hangars...



I mean this is defensible, but is it usable long run?

Cheers, Ivan :D

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #906 on: April 03, 2015, 02:26:47 am »
Heres a new opportunity for you, Dioxine, with the new nightly:

Split your rulesets how ever you like, put them all in a "PirateZ" folder in /data/rulesets/   and it will now show up as only one option to enable in the Advanced Options list.  Makes it much more likely that all your rulesets get enabled. ;)

Cheers, Ivan :D

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #907 on: April 03, 2015, 03:10:35 am »
Good idea! This will make player's lives easier!

About your hideout - you wanted custom base, you got it, there is no un-wishing now :) Although you might experience some trouble with placement, yeah (especially with 3x3 facilities ^_^ ). Building for now or building for future (where you leave spaces for big facilities and hope you will be able to build them sooner than in six months) is an intended conflict in this mod. About your base, hard to say since I know the art of the defensive base from the theoretical side mainly - my setup is an offensive one, example on the picture. :)

Also - outstanding let's play, I enjoyed it a lot! I will be making some small updates/bugfixing in the meantime, but nothing major, so you can grab new versions when they appear (no maps/terrains/research tree modifications planned).
« Last Edit: April 03, 2015, 03:12:43 am by Dioxine »

Offline ivandogovich

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #908 on: April 03, 2015, 04:23:46 am »
A couple ideas... catching them as I find them or think of them:

a fix for a Bootypedia entry:
STR_SPIKE_UFOPEDIA: CRUDE, JURY-RIGGED ROCKETS WITH MEDIOCRE RANGE. HOWEVER THE FACT THEY'RE BASED ON JUNK PARTS AND HOME-MADE EXPLOSIVES ALLOWS CRAFTERS TO CLANDESTINELY SELL THEM DESPITE STRICT BANS ON CRAFT WEAPONRY.

Not sure if it should be "Gov't Builders" or what, but the "who" who was missing there.

This is a suggestion: rename Attack Dogs to "Pirate Pooches"

      STR_DOGE: "Pirate Pooch"
      STR_DOGE_CORPSE: "Passed Pooch"

;)

Offline Jstank

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #909 on: April 03, 2015, 07:09:07 am »
Salty Dogs!

Offline VodkaBear

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #910 on: April 03, 2015, 04:55:16 pm »
Always forgetting to ask, what about same research for prisioners do, for example, after reasearching GO I have another GO research, but as I playing with "destroy item after research" it's quiet tough task to research few times different "bosses" like humanist leader, etc. How many of this kind research for every kind of soldier and are they necessary and gives real advantage?

Offline Ridаn

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #911 on: April 03, 2015, 05:06:47 pm »
Always forgetting to ask, what about same research for prisioners do, for example, after reasearching GO I have another GO research, but as I playing with "destroy item after research" it's quiet tough task to research few times different "bosses" like humanist leader, etc. How many of this kind research for every kind of soldier and are they necessary and gives real advantage?

You mostly get crucial unlocks after first research (only Merc Leader should be researched twice, I think), rest of the unlocks provide no direct ingame advantage. -
They do open up topics with random stuff like Shipping details, Lore on ingame countris, enemy mission details and so on. Some also do open up details on rare weapons (like Raider Boss does), and some provide information on high ranking enemies and monsters (Guild Bodyguards and Beastmasters).
So there is always a choice - sell prisoner, enslave him, or get some random research unlock (those get you score point btw) - I like that mechanic a lot actually.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #912 on: April 03, 2015, 06:08:49 pm »
Normally you need to research a prisoner once, then again if he comes up in the "Interrogation" category ("broken" version), after you research Interrogation. But some of the "indirect" stuff does provide advantages - ex. getting certain ship types, countries or other lore can unlock some research. A good example are Old Earth Books - a pretty important piece of knowledge that can be unlocked through random interrogations. I was often hunting for Engineers and Air Sailors to get Fighter plans :)
Oh yeah and the Merc Commander is exceptional, he needs to be researched several times to get all his unlocks.
Playing this mod without "destroy item on research" is actually completely pointless.
« Last Edit: April 03, 2015, 06:13:14 pm by Dioxine »

Offline Ridаn

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #913 on: April 03, 2015, 07:19:06 pm »
Suggestion:
I feel like Super Shotgun, Advanced Rifle and Assault Railgun have pretty bland names for custom built weapons.
How about "Scattercannon" (I though Scattergun would do, but google tells me that TF2 monopolized the term and applied it to sawed-off shotgun or "obrez"), "Hybrid Rifle" (its frankensteined from 4 firearms in total, seems fitting) and "Coilgun" (same thing, sounds cool, and, despite being "assault", railgun lacks autofire) instead?

Offline VodkaBear

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« Reply #914 on: April 03, 2015, 08:18:16 pm »
Thanks for answers, but in common I already knew that all and just expected a bit detailed info, like is it difference between researching grunts or some top-personal, if I'll get very special info from leaders(except merc you mentioned before) after numerous of researches or better sell/make them slaves and repeat research low-tier soldiers of every faction.